SleepyCaterpilar
Just a Rapariga
[X] Muna: The Taming of Freedfire Alt (Improves Ignition Hugareida)
[X] Plan Opening The Meteor
[X] Plan Opening The Meteor
If we do 1d6s for building stuff that could get useful, maybe also 1d6 to upgrading the workshop?Management:
-[X] Management
--[X] (Construction) Improve Decent House 1d6
--[X] (Construction) Improve Basic House 1d6
--[X] (Multicraft) Make Meat-Keeping Sticks 10d6
--[X] (Multicraft) Make Exploding Charms 5d6
--[X] (Fields) Clear Fields 11d6 (6d6 from Scythe and Plow, +2 Successes from Ox)
--[X] (Resources) Cloth 8d6 (3d6 from Wood Axe)
If we do 1d6s for building stuff that could get useful, maybe also 1d6 to upgrading the workshop?
Another bonus die sounds like it one of those "always useful to have" things.
I think people are underestimating the family boost. We can get fire bonuses all the time.
Not sure about that. Satan's a tempter and a deceiver. The Enemy, meanwhile is more about brute force. They use the massive power differential to alter Fate against us and to place landmines in the path to discovering true Norse Cultivation. I'm not sure how learning about the first will aid us against the second?One thing important that Halla can learn from Bible study would be the Adversary, Satan. The knowledge on how Christian's thought and actions of the Adversary should aid Halla in dealing with the Enemy even if the knowledge isn't one to one.
Eh, altering Fate sounds more in the vein of trickery and deception rather than brute force.Not sure about that. Satan's a tempter and a deceiver. The Enemy, meanwhile is more about brute force. They use the massive power differential to alter Fate against us and to place landmines in the path to discovering true Norse Cultivation. I'm not sure how learning about the first will aid us against the second?
So, how are we planning to expose Horra? We're now officially on the clock before things get very, very messy. 2 years sounds like a lot at first, but I have no doubt it'll go by fast.
Perhaps, but it's still brute force compared to what Satan would do, although the Lord of Lies sets a rather high bar. The Devil would more likely play up the perverse incentives already present in Norse cultivation. He'd likewise offer temptation after temptation for us to take a break from our quest to improve Norse Cultivation. He might even throw some dilemmas our way, forcing us to either stop/slow our growth or suffer the death of a loved one, for example.Eh, altering Fate sounds more in the vein of trickery and deception rather than brute force.
Interesting, dropped from max 3x to 1x? I would have thought that the winter would have made their food situation worse..[ ] Donate to a family in need (+1 Drengskapr for 12 Food/Fodder)
Built:
-Your Decent House (Requires 2 Maintenance)
--Has enough room for 5 humans and 8 animals
---You, Abjorn
--Has enough room to Store 15 Food and 24 Fodder
-Basic House (Requires 1 Maintenance)
--Has enough room for 3 humans and 4 animals
---Kurt, Haydis, Stigmar
--Has enough room to Store 9 Food and 12 Fodder
-Decent Workshop (Requires 2 Maintenance)
--Unlocks Multi-Crafting
--+2 to Crafting Rolls
-Decent Barn (Requires 2 Maintenance)
--Has enough room for 24 animals
--Has enough room to Store 72 Fodder
-Decent Storehouse (Requires 2 Maintenance)
--Has enough room to Store 24 Food and 24 Fodder
Also guys we need to do something about our impending Fodder disaster, it's really not looking good. Slaughter animals (meat-keeping stick FTW), sacrifice them, give them away, we need to reduce our Fodder consumption somehow. Push comes to shove I would suggest eliminating the Sheep first. We have got lotsa money.
Building Efficiency Analysis:
Basic House: 3 Humans, 4 Animals, 9 Food, 12 Fodder per
Decent House: 2.5 Humans, 4 Animals, 7.5 Food, 12 Fodder per (+niceties of living in a nicer house)
Decent Barn: 12 Animals, 36 Fodder per
Decent Storehouse: 12 Food, 12 Fodder per
Decent Workshop: Spec
(Barns/Storehouses don't seem to allow multibuilding unlike houses though, so that's a factor.)
Going forward:
1. If Good qual buildings are 3 Maintainence, we should get as many Good/Best/etc buildings as opposed to more. (Implies progression cost of 1/2/3/4..) - Also much more prestige-efficient to get better buildings than more.
a. If Good Buildings are 4 Maintainence, then only Barn and Houses are worth getting the upgraded forms of. (Implies progression cost of 1/2/4/8..)
2. We need to figure out a good use-case for the Cloth from Sheep, because Fodder -> Cloth -> Money is not very desirable at the moment. As in, I think we could probably make more money by either finding and then tapping a resource, or multicrafting a magic item (meat keeping sticks!) and then selling those.
3. Obviously get rid of all animals that aren't 'Fine' or better quality ASAP.
Storerooms suck. Especially with Animals making food fromnothingfodder. They have a terrible Maintenance : Outcome ration.
Edit: With enough meat-keeping sticks, a weirdly hilarious strategy would have been massing out a bajillion meat-keeping sticks, getting a bajillion low quality animals, then repeatingly slaughtering them again and again and again while accumulating a massive pile of fresh animal corpses. We would have gotten a.. reputation.. if we did that though.
This would basically be, buy like 20 basic cows, 1 Fine Bull, then keep slaughtering the (Basic) cows nonstop. Well realistically, pigs, but there were no pigs for sale so.
3
I'm pretty sure I actually added it to the last one. But sure, I'll add it to the first.2. Should we not be getting bonus successes on the clothmaking roll from our Work Knife? It'd be a very straightforward +16 cloth each of the two times it's occurred if done retroactively here.
Storehouses also store all your other resources. While it doesn't matter all that much right now, as all you've got is cloth, but if you, say, found iron, silver, or even gold on your land, you probably wouldn't want to just have it sitting out where any random spirit magpie could be like 'ooo shiny' and grab it.3. Examining the math storerooms are kind of just bad. Is there some hidden advantage to them, could their capacity be increased somewhat, or are they just kinda bad? Also, actually, why do they cost as much Maintenance as other buildings...a storeroom is probably a basement of some sort and likely smaller than a house or barn in square footage and not exposed to the elements and seems like it'd thus require a bit less maintenance, maybe?
Interesting, dropped from max 3x to 1x? I would have thought that the winter would have made their food situation worse..
I'm pretty sure I actually added it to the last one. But sure, I'll add it to the first.
Storehouse also stores all your other resources. While it doesn't matter all that much right now, as all you've got is cloth, but if you, say, found iron, silver, or even gold on your land, you probably wouldn't want to just have it sitting out where any random spirit magpie could be like 'ooo shiny' and grab it.
But, I'll increase the amount they store while decreasing maintenance. What sounds like a good number?
Huh, weird. I'll add it in. That'd be 32 in total, right?
Alrighty, sounds good to me.Ah! That makes sense. Honestly, just dropping the Maintenance by 1 makes the building a solid choice at Decent (making it go up by 24/24 at Good to 48/48 total would keep it equally good at that level).
Like, 0 Maintenance for 12/12 storage is obviously a great rate, and 1 Maintenance for 24/24 is still very solid (and lets us centralize to protect other valuables, as you say).